# Building Slang From Source ### TLDR `cmake --workflow --preset release` to configure, build, and package a release version of Slang. ## Prerequisites: Please install: - CMake (3.25 preferred, but 3.22 works[^1]) - A C++ compiler with support for C++17. GCC, Clang and MSVC are supported - A CMake compatible backend, for example Visual Studio or Ninja - Python3 (a dependency for building spirv-tools) Optional dependencies for tests include - CUDA - OptiX - NVAPI - Aftermath - X11 Other dependencies are sourced from submodules in the [./external](./external) directory. ## Get the Source Code Clone [this](https://github.com/shader-slang/slang) repository. Make sure to fetch the submodules also. ```bash git clone https://github.com/shader-slang/slang --recursive ``` ## Configure and build > This section assumes cmake 3.25 or greater, if you're on a lower version > please see [building with an older cmake](#building-with-an-older-cmake) For a Ninja based build system (all platforms) run: ```bash cmake --preset default cmake --build --preset release # or --preset debug ``` For Visual Studio run: ```bash cmake --preset vs2022 # or 'vs2019' or `vs2022-dev` start devenv ./build/slang.sln # to optionally open the project in Visual Studio cmake --build --preset release # to build from the CLI ``` There also exists a `vs2022-dev` preset which turns on features to aid debugging. ### WebAssembly build In order to build WebAssembly build of Slang, Slang needs to be compiled with [Emscripten SDK](https://github.com/emscripten-core/emsdk). You can find more information about [Emscripten](https://emscripten.org/). You need to clone the EMSDK repo. And you need to install and activate the latest. ```bash git clone https://github.com/emscripten-core/emsdk.git cd emsdk ``` For non-Windows platforms ```bash ./emsdk install latest ./emsdk activate latest ``` For Windows ```cmd emsdk.bat install latest emsdk.bat activate latest ``` After EMSDK is activated, Slang needs to be built in a cross compiling setup: - build the `generators` target for the build platform - configure the build with `emcmake` for the host platform - build for the host platform. > Note: For more details on cross compiling please refer to the > [cross-compiling](docs/building.md#cross-compiling) section. ```bash # Build generators. cmake --workflow --preset generators --fresh mkdir generators cmake --install build --prefix generators --component generators # Configure the build with emcmake. # emcmake is available only when emsdk_env setup the environment correctly. pushd ../emsdk source ./emsdk_env # For Windows, emsdk_env.bat popd emcmake cmake -DSLANG_GENERATORS_PATH=generators/bin --preset emscripten -G "Ninja" # Build slang-wasm.js and slang-wasm.wasm in build.em/Release/bin cmake --build --preset emscripten --target slang-wasm ``` > Note: If the last build step fails, try running the command that `emcmake` > outputs, directly. ## Testing ```bash build/Debug/bin/slang-test ``` See the [documentation on testing](../tools/slang-test/README.md) for more information. ## More niche topics ### CMake options | Option | Default | Description | |-----------------------------------|----------------------------|----------------------------------------------------------------------------------------------| | `SLANG_VERSION` | Latest `v*` tag | The project version, detected using git if available | | `SLANG_EMBED_CORE_MODULE` | `FALSE` | Build slang with an embedded version of the core module | | `SLANG_EMBED_CORE_MODULE_SOURCE` | `TRUE` | Embed the core module source in the binary | | `SLANG_ENABLE_ASAN` | `FALSE` | Enable ASAN (address sanitizer) | | `SLANG_ENABLE_FULL_IR_VALIDATION` | `FALSE` | Enable full IR validation (SLOW!) | | `SLANG_ENABLE_IR_BREAK_ALLOC` | `FALSE` | Enable IR BreakAlloc functionality for debugging. | | `SLANG_ENABLE_GFX` | `TRUE` | Enable gfx targets | | `SLANG_ENABLE_SLANGD` | `TRUE` | Enable language server target | | `SLANG_ENABLE_SLANGC` | `TRUE` | Enable standalone compiler target | | `SLANG_ENABLE_SLANGRT` | `TRUE` | Enable runtime target | | `SLANG_ENABLE_SLANG_GLSLANG` | `TRUE` | Enable glslang dependency and slang-glslang wrapper target | | `SLANG_ENABLE_TESTS` | `TRUE` | Enable test targets, requires SLANG_ENABLE_GFX, SLANG_ENABLE_SLANGD and SLANG_ENABLE_SLANGRT | | `SLANG_ENABLE_EXAMPLES` | `TRUE` | Enable example targets, requires SLANG_ENABLE_GFX | | `SLANG_LIB_TYPE` | `SHARED` | How to build the slang library | | `SLANG_SLANG_LLVM_FLAVOR` | `FETCH_BINARY_IF_POSSIBLE` | How to set up llvm support | | `SLANG_SLANG_LLVM_BINARY_URL` | System dependent | URL specifying the location of the slang-llvm prebuilt library | | `SLANG_GENERATORS_PATH` | `` | Path to an installed `all-generators` target for cross compilation | The following options relate to optional dependencies for additional backends and running additional tests. Left unchanged they are auto detected, however they can be set to `OFF` to prevent their usage, or set to `ON` to make it an error if they can't be found. | Option | CMake hints | Notes | |--------------------------|--------------------------------|----------------------------------------------------------------------------------------------| | `SLANG_ENABLE_CUDA` | `CUDAToolkit_ROOT` `CUDA_PATH` | Enable running tests with the CUDA backend, doesn't affect the targets Slang itself supports | | `SLANG_ENABLE_OPTIX` | `Optix_ROOT_DIR` | Requires CUDA | | `SLANG_ENABLE_NVAPI` | `NVAPI_ROOT_DIR` | Only available for builds targeting Windows | | `SLANG_ENABLE_AFTERMATH` | `Aftermath_ROOT_DIR` | Enable Aftermath in GFX, and add aftermath crash example to project | | `SLANG_ENABLE_XLIB` | | | ### Advanced options | Option | Default | Description | |------------------------------------|---------|--------------------------------------------------------------------------------------------------------------------------------| | `SLANG_ENABLE_DX_ON_VK` | `FALSE` | Enable running the DX11 and DX12 tests on non-warning Windows platforms via vkd3d-proton, requires system-provided d3d headers | | `SLANG_ENABLE_SLANG_RHI` | `TRUE` | Enable building and using [slang-rhi](https://github.com/shader-slang/slang-rhi) for tests | | `SLANG_USE_SYSTEM_MINIZ` | `FALSE` | Build using system Miniz library instead of the bundled version in [./external](./external) | | `SLANG_USE_SYSTEM_LZ4` | `FALSE` | Build using system LZ4 library instead of the bundled version in [./external](./external) | | `SLANG_USE_SYSTEM_VULKAN_HEADERS` | `FALSE` | Build using system Vulkan headers instead of the bundled version in [./external](./external) | | `SLANG_USE_SYSTEM_SPIRV_HEADERS` | `FALSE` | Build using system SPIR-V headers instead of the bundled version in [./external](./external) | | `SLANG_USE_SYSTEM_UNORDERED_DENSE` | `FALSE` | Build using system unordered dense instead of the bundled version in [./external](./external) | | `SLANG_SPIRV_HEADERS_INCLUDE_DIR` | `` | Use this specific path to SPIR-V headers instead of the bundled version in [./external](./external) | ### LLVM Support There are several options for getting llvm-support: - Use a prebuilt binary slang-llvm library: `-DSLANG_SLANG_LLVM_FLAVOR=FETCH_BINARY` or `-DSLANG_SLANG_LLVM_FLAVOR=FETCH_BINARY_IF_POSSIBLE` (this is the default) - You can set `SLANG_SLANG_LLVM_BINARY_URL` to point to a local `libslang-llvm.so/slang-llvm.dll` or set it to a URL of an zip/archive containing such a file - If this isn't set then the build system tries to download it from the release on github matching the current tag. If such a tag doesn't exist or doesn't have the correct os*arch combination then the latest release will be tried. - If `SLANG_SLANG_LLVM_BINARY_URL` is `FETCH_BINARY_IF_POSSIBLE` then in the case that a prebuilt binary can't be found then the build will proceed as though `DISABLE` was chosen - Use a system supplied LLVM: `-DSLANG_SLANG_LLVM_FLAVOR=USE_SYSTEM_LLVM`, you must have llvm-13.0 and a matching libclang installed. It's important that either: - You don't end up linking to a dynamic libllvm.so, this will almost certainly cause multiple versions of LLVM to be loaded at runtime, leading to errors like `opt: CommandLine Error: Option 'asm-macro-max-nesting-depth' registered more than once!`. Avoid this by compiling LLVM without the dynamic library. - Anything else which may be linked in (for example Mesa, also dynamically loads the same llvm object) - Do not enable LLVM support: `-DSLANG_SLANG_LLVM_FLAVOR=DISABLE` To build only a standalone slang-llvm, you can run: ```bash cmake --workflow --preset slang-llvm ``` This will generate `build/dist-release/slang-slang-llvm.zip` containing the library. This, of course, uses the system LLVM to build slang-llvm, otherwise it would just be a convoluted way to download a prebuilt binary. ### Cross compiling Slang generates some code at build time, using generators build from this codebase. Due to this, for cross compilation one must already have built these generators for the build platform. Build them with the `generators` preset, and pass the install path to the cross building CMake invocation using `SLANG_GENERATORS_PATH` Non-Windows platforms: ```bash # build the generators cmake --workflow --preset generators --fresh mkdir build-platform-generators cmake --install build --config Release --prefix build-platform-generators --component generators # reconfigure, pointing to these generators # Here is also where you should set up any cross compiling environment cmake \ --preset default \ --fresh \ -DSLANG_GENERATORS_PATH=build-platform-generators/bin \ -Dwhatever-other-necessary-options-for-your-cross-build \ # for example \ -DCMAKE_C_COMPILER=my-arch-gcc \ -DCMAKE_CXX_COMPILER=my-arch-g++ # perform the final build cmake --workflow --preset release ``` Windows ```bash # build the generators cmake --workflow --preset generators --fresh mkdir build-platform-generators cmake --install build --config Release --prefix build-platform-generators --component generators # reconfigure, pointing to these generators # Here is also where you should set up any cross compiling environment # For example ./vcvarsamd64_arm64.bat cmake \ --preset default \ --fresh \ -DSLANG_GENERATORS_PATH=build-platform-generators/bin \ -Dwhatever-other-necessary-options-for-your-cross-build # perform the final build cmake --workflow --preset release ``` ### Example cross compiling with MSVC to windows-aarch64 One option is to build using the ninja generator, which requires providing the native and cross environments via `vcvarsall.bat` ```bash vcvarsall.bat cmake --workflow --preset generators --fresh mkdir generators cmake --install build --prefix generators --component generators vsvarsall.bat x64_arm64 cmake --preset default --fresh -DSLANG_GENERATORS_PATH=generators/bin cmake --workflow --preset release ``` Another option is to build using the Visual Studio generator which can find this automatically ``` cmake --preset vs2022 # or --preset vs2019 cmake --build --preset generators # to build from the CLI cmake --install build --prefix generators --component generators rm -rf build # The Visual Studio generator will complain if this is left over from a previous build cmake --preset vs2022 --fresh -A arm64 -DSLANG_GENERATORS_PATH=generators/bin cmake --build --preset release ``` ## Building with an older CMake Because older CMake versions don't support all the features we want to use in CMakePresets, you'll have to do without the presets. Something like the following ```bash cmake -B build -G Ninja cmake --build build -j ``` ## Notes [^1] below 3.25, CMake lacks the ability to mark directories as being system directories (https://cmake.org/cmake/help/latest/prop_tgt/SYSTEM.html#prop_tgt:SYSTEM), this leads to an inability to suppress warnings originating in the dependencies in `./external`, so be prepared for some additional warnings.